Defender Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn and can attack this turn as though it didn't have defender.
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
When this creature enters, return target instant, sorcery, or creature card from your graveyard to your hand. If this creature would die, exile it instead.
You may have this creature enter as a copy of any creature on the battlefield, except it has "At the beginning of your upkeep, if this creature isn't a token, create a token that's a copy of this creature."
Choose one — • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Create a 2/2 white Knight creature token with vigilance.
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Flying When this creature enters, you may put a creature card with mana value 3 or less from your hand or graveyard onto the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
Affinity for Gates This creature can't be blocked by creatures with power 2 or less. Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.